Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

HalfSmore

186
Posts
10
Followers
1
Following
A member registered Aug 01, 2022 · View creator page →

Creator of

Recent community posts

That’s actually the part of the tutorial I thought was bad, no worries. I appreciate the clarification!

The level and mechanic progression definitely would have been better if I’d planned it out ahead of time lol, pretty much every time there’s a new mechanic it was me thinking it’d be cool and throwing it in real quick, I pretty much did the bare minimum before starting making the levels and had no idea how it was going to turn out. Thanks for playing!

The tutorial sucks, I’m surprised nobody else has mentioned it ;-;

Honestly it’s only really there in case you didn’t read the controls, glad you still managed to figure it out.

Really awesome game! The visuals were cool and  also really like the art on the main menu in particular. The game felt very well balanced, like if you were playing well you had just enough time to make it, which also increased the tension. The game loop did get repetitive after awhile, mixing it up with more mechanics could have made the gameplay more interesting. Very well done!

Great visual style and an really interesting interpretation and execution of the theme. That being said, it's really hard to grasp what's going on right away as you are thrown right into things. The other issue is that I don't really care about the fight going on. The guy will attack automatically and I have to keep my focus on the ball, and the enemies don't change the gameplay. I think having enemies to mix up the gameplay and maybe even something more turn based to help keep the game flowing (for example, survive until the player can attack and then pick an enemy, and repeat.) All in all, it's a very well made game with a unique idea behind it, I could totally see this as like a full rpg or roguelike.

Thanks so much! I’m happy that you found it unique, I didn’t initially start with any interesting mechanic or anything in mind and I was worried that it would blend in a bit too much, but I haven’t seen an interpretation quite like my game and I’m happy with how it turned out.

The soundtrack had a nice funk and I liked entering my name at the beginning. I think the levels got a little repetitive, the ball pit level was tedious and the ones where the shapes float around (especially the last one) made me want to both scream and cry. I think maybe some more unique shapes and behaviors for the people could have made the game a lot more interesting, and utilizing the bouncy block more would have been nice (and also giving it a way to identify it as bouncy.) Overall, great job!

This game is really pretty and really cute. The mechanics were introduced at a nice pace. The physics felt a little bit off, and I think an indicator of what direction you are going to go is sorely needed. The level design was good, and I like the interactable objects such as the chains in the environment. Incredibly polished, great job.

The art and visual style is great! The 2048 gameplay was great and the twist definitely made it more unique. I think it would be cool if the slimes also changed color as it would make it easier to see what state each slime is in along with making the game more visually interesting.  The isometric perspective with directional keys took a bit to get used too, maybe a little icon or arrow on each side so it's easier to tell what key needs to be pressed would fix that. The UI could be a bit cleaner to match the game visuals, but it's good enough. Great idea and a good execution, well done!

I hate this game. But I also love it. The game was fun in an 'i hate this' sort of way if you know what I mean. There were some ways to gain height that didn't necessarily seem intentional, like grabbing a brick, jumping twice, placing it under you, jumping twice again, and rinse and repeat, although that was very difficult. The physics were a little bit buggy and it felt like the bricks only locked on sometimes. The voice lines were amusing and really added some charm. Overall, great job!

Glad you enjoyed! I didn't realize this game was even a puzzle game lol, it was more intended to be a platformer but that kind of got away from me. I'm actually happy people have been struggling because I thought that it was way too easy.

Making the levels for this game was a ton of fun, I'm not usually able to churn out this many of them but I found enough ways to use what I'd made to keep things interesting. Thanks for playing!

You can! Press 'P' or 'Esc' to pause and select the skip option. Sorry I didn't explain it in the game :P

(I'm assuming there's a image of a level in the comment but I can't see it for some reason)

Thanks! :> The music and sound were really tough for me because I wanted them to be both relaxing and energetic, but I’m pretty happy with how they turned out.

Thanks for playing and glad you enjoyed! :D

Thanks for playing! I still mess up with the controls every so often lol, but I tried my best to make them usable. A better way to see what needs to be scaled and how to scale it was planned but of course wasn’t prioritised and I ran out of time. I’m glad you enjoyed it otherwise though (:

Glad you enjoyed! I’ve addressed the walking in other comments so I won’t do that here. The filler puzzles kind of ended up being necessary in order to introduce mechanics at a reasonable pace. I generally try not to introduce mechanics too fast so the player can feel overwhelmed. I think it really depends on how fast each player ends up picking up these mechanics so that they can play the more challenging puzzles. The puzzles are skippable for a reason, so think of the first ~10 as a build-up for the last ~5.

Also the permanent wires were kind of an afterthought lol, I only added them when I was almost done the game. Tbh I wish I’d planned all the mechanics in advance, but my idea at first generally ends up being so different from the final project that the plans for mechanics I have end up just falling apart. (That’s what happened here).

I’m glad you still managed to enjoy the game despite its slow pace.

Thanks! I had a great time making the art for this as I had a lot of fun using such a limited palette.

I really wish I could have made the early levels harder, but I thought that it was more important to introduce mechanics in a way that was simple and easy to understand in order to enable me to put the player into harder longer levels. Speaking of the later levels, if you found them a bit long, that's a preference I completely understand and I hope you didn't get too annoyed by it. Personally, I prefer the longer levels.

About the movement: you don't actually have to wait the entirety of the animation, I think you can cancel it about halfway through. That being said, I realized that maybe others aren't as in-tune with the controls as me, as I sort of get into a rhythm since I'm so used the controls. There's a lot more going on with the movement than just the movement which meant I wasn't able to speed it up as much as I would have liked. I'm planning to update the game after the jam, and I will likely optimize and improve some details like that.

Thanks for playing!

I happy you enjoyed it, I tried to shove as much polish as I could into it.

Nice game! The graphics were neat and clean, and the gameplay was simple and easy to understand. However, it did get old fast. I think the whole combo system was a bit hard to grasp at first, and I think just adding more clarity, like specific effects or details to show your combo points, how they are being modified, etc. The movement of the switches felt somewhat erratic, which was clearly intentional but I think smoothing it out more could create a cooler appearance and make their movement 'flow'. Speaking of flow, I think the theme was well interpreted although I researched this and couldn't find anything about the toggle visual you referenced. Overall, a clean, polished, and well put-together experience.

A very unique take on the theme, although a somewhat weak connection.  The gameplay was fluid and it felt good to play. I would reconsider the keybinds though, as having to press F or H (especially H) in the middle of combat means you have to stop moving, considering you have one hand on the mouse and have to use the other for movement and those functions. Maybe  binding them to Q, E, or Space would have been better alternatives. The UI, especially on the main menu, was lacking polish. The graphics in the game were just decent but I love the drawing for the cover art/main menu. All in all, a job well done!

Cute simple and cozy! The atmosphere feels great the gameplay is fun. The art felt a little inconsistent and unpolished, i.e. how some objects have outlines while others don't. I think the game could also benefit from a different color palette as the one used kind of lacked the cozy vibes the game had with its vibrant, jarring colors. The UI could use some work and some transitions, but the theme was very well used and I also really liked the elegant simplicity of the water shader. Overall, nicely done!

A cute little game! Definitely could have used more mechanics/levels, but short games are fine too. My biggest gripe with this game is the lack of an undo button, it's pretty much a necessity for games like this as one wrong move will lose you the level. The levels aren't long enough that it's that bad, since you can just restart. but it's still very annoying when you're almost done and then step in the wrong direction. The art and UI felt a little bit unpolished, although it was simple and read well. The level design was pretty good in general, steadily getting harder with more to handle. There were a few extra parts sticking out that were really useless for the level and didn't make sense, but that's a small nitpick. Overall, well done!

Fun little game! The art was very fun and cute and I appreciated the calm gameplay. I think some more overarching goal, like making more paintings to unlock new objects, tools, colors, etc would be good. The one music track got old quick and the reset between rooms was odd. Very polished, dragging the objects around for the still life was very glitchy. I think the timer was very unnecessary, it doesn't add anything and really just takes away from the calming mood. Overall, a very cute and cozy game.

Thanks 😅 I honestly surprised myself during this jam because I didn’t think I’d be able to finish in time.

I’m happy that you found the difficulty satisfying, as I definitely had a tough time trying to balance the level of challenge in each level!

Glad you enjoyed! About the movement speed - I definitely wish it could have been faster but there's a lot going on behind the scenes and I couldn't get it much higher than it already is. I'm happy that you still had fun otherwise and hopefully I'll have more time (after the jam) to optimize and fix up some of these mechanics.

A neat little game! I think it could have had a bit more ✨juice✨, like screenshake upon popping a bubble or getting hit, and having more impactful sounds. I think that would have made it even more addictive and enjoyable. The art was cute, but the UI felt a bit out of place with the other artstyle, and the character with a cartoonish and funny face but a more realistic body... weirded me out. Overall it was really well executed and a nice game!

Very polished, probably the most creative take on the theme I've seen so far. I think you should be able to trash your float without having to walk over to the trash, because in the time it takes to do so the order you were trying to do is pretty much already failed, which feels very punishing and unfair. Also there is meant to be a level of difficulty, there should be some room for error. Also some of the different elements were a bit hard to distinguish at a glance, I think they could be a bit more distinct and maybe even have unique shapes or symbols to differentiate theme. I have very little criticism overall, a cute game that was very well executed!

Yeah idk about the difficulty, honestly it really seems like players either get a grasp quickly or never 😭

The background was something I was going back and forth on, eventually decided to stick with it since it was easier and I didn’t feel like changing it XD

Haha, glad you enjoyed!

There were originally a lot less checkpoints but I felt like it just didn’t feel fair, glad you found it to be a satisfying difficulty.

I’m going to take that as a compliment.

Nice!! Some of the top scores up there are crazy, I don’t know if they’re realistically possible O_O doubt anyone’s cheating though  so maybe just crazy good?

Very enjoyable! I liked how the deeper you went the louder the music got, helping to build tension. I think the gameplay got stale after a bit, and having more impactful upgrades or more unique upgrades could help with increasing replayability. There weren't really any upgrades I got that changed my playstyle, maybe if they did more (i.e. the speed upgrade made you a lot more faster than it does, or the invincibility has a less strong but permanents effect making it a lot more viable. The art was nice and did a got job of conveying the mood, even with the surprising mishmash of styles. I think the hitboxes were a little unfair, what seemed like clear near misses to me  still damaged me. It's much more fun for the player to have a more generous hitbox, giving more satisfying escapes. Overall, great job! 

(1 edit)

There was an option to show the collider to make it easier to get used to but that broke in the build for some reason (?) I playtested it yesterday.

I think the camera size seems to be dependent on the game window, so if you have a different sized monitor or weren't fullscreened it could have been weird. That being said, the base camera size could also be the problem.

Thanks for playing!

(1 edit)

Glad you enjoyed! I am wondering if you used the option to show the hitbox as I know some people were struggling with the hitbox before that option was added, or if you just played until you got used to it?

*Actually nevermind it seems the option randomly broke, oh well.

(1 edit)

It’s just my personal opinion that entering a game into that many jams where it doesn’t fit is not a great thing to do, especially since this game doesn’t fit the requirements of the jam. If people are taking time to play and rate the game it should be for the jam, and should fit the requirements. I’m fine with submitting to 2 or 3 or however many jams as long as it fits within the time frame, theme, and requirements of each one.

Also I read the title wrong XD.

Considering it was made in a few hours, that’s a lot more impressive. Since I had no way to tell the time frame, I could only assume it was made in a longer amount of time. If I had been rating entries for the trijam my feedback would have been a lot more positive.

Cute game! The pixel art was good but some of the pixels were different sizes and I didn't love the color palette. I think the gameplay was fun but a bit dry. Definitely needed some sound. I think changing the inputs would have made for a better experience so I don't have to use the same fingers to move as to press Q and E. Speaking of that, the controls for the bucket should be Q to pick up and E to drop, so that if the bucket is near a leak you don't accidently pick it up when pressing E to fix the leak. Overall, nicely done!